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5 Commits

Author SHA1 Message Date
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
44 changed files with 3227 additions and 1718 deletions
+2
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@@ -2,5 +2,7 @@
- AYN Thor main display: 6-inch AMOLED, 1920 x 1080, 120Hz. - 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 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.
- User rebuilds app; do not rebuild APK unless explicitly requested. - User rebuilds app; do not rebuild APK unless explicitly requested.
- Apply game changes to both web version and mobile app version. - Apply game changes to both web version and mobile app version.
+21 -3
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@@ -138,9 +138,12 @@ services:
The app listens inside Docker on port `4173`. The database lives at The app listens inside Docker on port `4173`. The database lives at
`/mnt/usbssds/apps/iwanttoheal/data/game.db` because that host directory is `/mnt/usbssds/apps/iwanttoheal/data/game.db` because that host directory is
mounted into the container as `/app/data`. The startup command installs mounted into the container as `/app/data`. This is persistent runtime data, not
dependencies, applies schema migrations, builds the web app, and starts the code. Do not commit it and do not copy the Mac `data/game.db` over it during
production server. 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: Test the local TrueNAS service:
@@ -220,11 +223,22 @@ cd /mnt/usbssds/apps/iwanttoheal/app
git pull 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-$(date +%Y%m%d-%H%M%S).db"
```
Restart the `iwanttoheal` app in the TrueNAS Apps UI after pulling. The app Restart the `iwanttoheal` app in the TrueNAS Apps UI after pulling. The app
command runs `npm ci`, `npm run db:init`, `npm run build`, and `npm start` on command runs `npm ci`, `npm run db:init`, `npm run build`, and `npm start` on
startup, so dependency, schema, and browser bundle changes are applied each time startup, so dependency, schema, and browser bundle changes are applied each time
the container restarts. the container restarts.
`npm run db:init` updates schema and seeded static game content. It should not
erase accounts, characters, inventory, or save progress. Character resets are
separate manual operations and should only be run intentionally.
Normal update workflow: Normal update workflow:
```sh ```sh
@@ -236,10 +250,14 @@ git push origin main
# TrueNAS shell # TrueNAS shell
cd /mnt/usbssds/apps/iwanttoheal/app cd /mnt/usbssds/apps/iwanttoheal/app
git pull git pull
cp /mnt/usbssds/apps/iwanttoheal/data/game.db \
"/mnt/usbssds/apps/iwanttoheal/data/game-before-update-$(date +%Y%m%d-%H%M%S).db"
``` ```
Then restart the TrueNAS app. Then restart the TrueNAS app.
For the shorter checklist, see [docs/push-updates.md](docs/push-updates.md).
### Existing auth-only app ### Existing auth-only app
If `iwanttoheal-auth` was already created during earlier testing, the simplest If `iwanttoheal-auth` was already created during earlier testing, the simplest
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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
+2 -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 41 versionCode 46
versionName "1.0.24" versionName "1.0.28"
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.
@@ -11,7 +11,7 @@ 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 = 125; private static final long DPAD_THROTTLE_MS = 220;
private long lastDpadDispatchAt = 0; private long lastDpadDispatchAt = 0;
@Override @Override
+116 -36
View File
@@ -25,28 +25,35 @@ WHERE slug = 'citadel-of-the-ember-crown';
INSERT OR IGNORE INTO difficulties INSERT OR IGNORE INTO difficulties
(id, slug, name, dropped_item_level, unlock_level, health_multiplier, damage_multiplier, experience_multiplier, description) (id, slug, name, dropped_item_level, unlock_level, health_multiplier, damage_multiplier, experience_multiplier, description)
VALUES VALUES
(1, 'initiate', 'Initiate', 5, 1, 1.0, 1.0, 1.0, 'Entry-level dungeon difficulty.'), (1, 'initiate', 'Initiate', 1, 1, 0.8, 0.8, 1.0, 'Entry-level dungeon difficulty for crafting the first real set.'),
(2, 'veteran', 'Veteran', 10, 5, 1.35, 1.2, 1.5, 'Enemies deal more damage and drop stronger gear.'), (2, 'veteran', 'Veteran', 10, 10, 1.45, 1.25, 2.0, 'A major step up that rewards refined gear components.'),
(3, 'champion', 'Champion', 15, 10, 1.7, 1.45, 2.2, 'Demanding encounters for developed characters.'), (3, 'champion', 'Champion', 15, 15, 1.7, 1.45, 2.2, 'Gear-only upgrade tier between Veteran and Mythic.'),
(4, 'mythic', 'Mythic', 20, 15, 2.1, 1.75, 3.0, 'Endgame dungeon difficulty.'), (4, 'mythic', 'Mythic', 20, 20, 2.25, 1.85, 3.5, 'Endgame dungeon difficulty.'),
(5, 'ascendant', 'Ascendant', 25, 20, 2.6, 2.1, 4.0, 'The current pinnacle difficulty.'), (5, 'ascendant', 'Ascendant', 25, 25, 2.8, 2.25, 4.5, 'The current pinnacle difficulty.'),
(101, 'raid-normal', 'Normal', 7, 1, 1.0, 1.0, 1.25, 'The opening raid difficulty, tuned for an eighteen-player party.'); (101, 'raid-normal', 'Normal', 7, 1, 1.0, 1.0, 1.25, 'The opening raid difficulty, tuned for an eighteen-player party.');
UPDATE difficulties SET UPDATE difficulties SET
dropped_item_level = CASE slug dropped_item_level = CASE slug
WHEN 'raid-normal' THEN 10 ELSE dropped_item_level END, WHEN 'initiate' THEN 1 WHEN 'raid-normal' THEN 10 ELSE dropped_item_level END,
unlock_level = CASE slug unlock_level = CASE slug
WHEN 'initiate' THEN 1 WHEN 'veteran' THEN 5 WHEN 'champion' THEN 10 WHEN 'initiate' THEN 1 WHEN 'veteran' THEN 10 WHEN 'champion' THEN 15
WHEN 'mythic' THEN 15 WHEN 'ascendant' THEN 20 ELSE unlock_level END, WHEN 'mythic' THEN 20 WHEN 'ascendant' THEN 25 ELSE unlock_level END,
health_multiplier = CASE slug health_multiplier = CASE slug
WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 1.35 WHEN 'champion' THEN 1.7 WHEN 'initiate' THEN 0.8 WHEN 'veteran' THEN 1.45 WHEN 'champion' THEN 1.7
WHEN 'mythic' THEN 2.1 WHEN 'ascendant' THEN 2.6 ELSE health_multiplier END, WHEN 'mythic' THEN 2.25 WHEN 'ascendant' THEN 2.8 ELSE health_multiplier END,
damage_multiplier = CASE slug damage_multiplier = CASE slug
WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 1.2 WHEN 'champion' THEN 1.45 WHEN 'initiate' THEN 0.8 WHEN 'veteran' THEN 1.25 WHEN 'champion' THEN 1.45
WHEN 'mythic' THEN 1.75 WHEN 'ascendant' THEN 2.1 ELSE damage_multiplier END, WHEN 'mythic' THEN 1.85 WHEN 'ascendant' THEN 2.25 ELSE damage_multiplier END,
experience_multiplier = CASE slug experience_multiplier = CASE slug
WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 1.5 WHEN 'champion' THEN 2.2 WHEN 'initiate' THEN 1.0 WHEN 'veteran' THEN 2.0 WHEN 'champion' THEN 2.2
WHEN 'mythic' THEN 3.0 WHEN 'ascendant' THEN 4.0 ELSE experience_multiplier END; WHEN 'mythic' THEN 3.5 WHEN 'ascendant' THEN 4.5 ELSE experience_multiplier END,
description = CASE slug
WHEN 'initiate' THEN 'Entry-level dungeon difficulty for crafting the first real set.'
WHEN 'veteran' THEN 'A major step up that rewards refined gear components.'
WHEN 'champion' THEN 'Gear-only upgrade tier between Veteran and Mythic.'
WHEN 'mythic' THEN 'Endgame dungeon difficulty.'
WHEN 'ascendant' THEN 'The current pinnacle difficulty.'
ELSE description END;
INSERT OR IGNORE INTO dungeon_difficulties (dungeon_id, difficulty_id) VALUES INSERT OR IGNORE INTO dungeon_difficulties (dungeon_id, difficulty_id) VALUES
(1, 1), (1, 1),
@@ -345,6 +352,9 @@ DELETE FROM crafting_recipes;
INSERT INTO crafting_recipes INSERT INTO crafting_recipes
(id, item_id, difficulty_id, source_dungeon_id, source_encounter_id) (id, item_id, difficulty_id, source_dungeon_id, source_encounter_id)
VALUES VALUES
(901, 101, 1, 1, 3), (902, 102, 1, 1, 3), (903, 103, 1, 1, 3),
(904, 104, 1, 1, 12), (905, 105, 1, 1, 12), (906, 106, 1, 1, 12),
(907, 100, 1, 1, 22), (908, 108, 1, 1, 22), (909, 109, 1, 1, 22),
(1001, 5, 1, 1, 3), (1002, 2, 1, 1, 3), (1003, 6, 1, 1, 3), (1001, 5, 1, 1, 3), (1002, 2, 1, 1, 3), (1003, 6, 1, 1, 3),
(1004, 4, 1, 1, 12), (1005, 1, 1, 1, 12), (1006, 7, 1, 1, 12), (1004, 4, 1, 1, 12), (1005, 1, 1, 1, 12), (1006, 7, 1, 1, 12),
(1007, 3, 1, 1, 22), (1008, 8, 1, 1, 22), (1009, 9, 1, 1, 22), (1007, 3, 1, 1, 22), (1008, 8, 1, 1, 22), (1009, 9, 1, 1, 22),
@@ -429,6 +439,10 @@ INSERT OR IGNORE INTO character_inventory (character_id, item_id, quantity, equi
(3, 100, 1, 1), (3, 101, 1, 1), (3, 102, 1, 1), (3, 103, 1, 1), (3, 100, 1, 1), (3, 101, 1, 1), (3, 102, 1, 1), (3, 103, 1, 1),
(3, 104, 1, 1), (3, 108, 1, 1), (3, 105, 1, 1), (3, 109, 1, 1), (3, 106, 1, 1), (3, 107, 1, 0); (3, 104, 1, 1), (3, 108, 1, 1), (3, 105, 1, 1), (3, 109, 1, 1), (3, 106, 1, 1), (3, 107, 1, 0);
DELETE FROM character_inventory
WHERE character_id IN (1, 2, 3)
AND item_id BETWEEN 100 AND 109;
-- Coin gearing override: every boss/difficulty drops one boss coin, and each -- Coin gearing override: every boss/difficulty drops one boss coin, and each
-- craft costs the target item level in that source boss coin. -- craft costs the target item level in that source boss coin.
UPDATE crafting_recipes UPDATE crafting_recipes
@@ -452,20 +466,20 @@ WHERE id BETWEEN 1001 AND 1409
UPDATE crafting_recipes UPDATE crafting_recipes
SET difficulty_id = CASE SET difficulty_id = CASE
(SELECT item_level FROM items WHERE items.id = crafting_recipes.item_id) (SELECT item_level FROM items WHERE items.id = crafting_recipes.item_id)
WHEN 1 THEN 1
WHEN 5 THEN 1 WHEN 5 THEN 1
WHEN 10 THEN 2 WHEN 10 THEN 2
WHEN 15 THEN 3 WHEN 15 THEN 2
WHEN 20 THEN 4 WHEN 20 THEN 4
WHEN 25 THEN 5 WHEN 25 THEN 5
ELSE difficulty_id ELSE difficulty_id
END END
WHERE id BETWEEN 1001 AND 1409; WHERE id BETWEEN 901 AND 1409;
UPDATE items UPDATE items
SET rarity = CASE item_level SET rarity = CASE item_level
WHEN 5 THEN 'common' WHEN 1 THEN 'common'
WHEN 10 THEN 'uncommon' WHEN 10 THEN 'uncommon'
WHEN 15 THEN 'rare'
WHEN 20 THEN 'epic' WHEN 20 THEN 'epic'
WHEN 25 THEN 'legendary' WHEN 25 THEN 'legendary'
ELSE rarity ELSE rarity
@@ -476,9 +490,8 @@ UPDATE items
SET name = ( SET name = (
SELECT SELECT
CASE items.item_level CASE items.item_level
WHEN 5 THEN '' WHEN 1 THEN 'Raw '
WHEN 10 THEN 'Green ' WHEN 10 THEN 'Green '
WHEN 15 THEN 'Blue '
WHEN 20 THEN 'Purple ' WHEN 20 THEN 'Purple '
WHEN 25 THEN 'Orange ' WHEN 25 THEN 'Orange '
ELSE '' ELSE ''
@@ -532,7 +545,8 @@ SELECT
difficulties.dropped_item_level, difficulties.dropped_item_level,
encounters.slug || '-coin-ilvl-' || difficulties.dropped_item_level, encounters.slug || '-coin-ilvl-' || difficulties.dropped_item_level,
CASE difficulties.dropped_item_level CASE difficulties.dropped_item_level
WHEN 5 THEN '' WHEN 1 THEN 'Raw '
WHEN 5 THEN 'Honed '
WHEN 10 THEN 'Green ' WHEN 10 THEN 'Green '
WHEN 15 THEN 'Blue ' WHEN 15 THEN 'Blue '
WHEN 20 THEN 'Purple ' WHEN 20 THEN 'Purple '
@@ -540,6 +554,7 @@ SELECT
ELSE '' ELSE ''
END || encounters.name || ' Coin', END || encounters.name || ' Coin',
CASE difficulties.dropped_item_level CASE difficulties.dropped_item_level
WHEN 1 THEN 'common'
WHEN 5 THEN 'common' WHEN 5 THEN 'common'
WHEN 10 THEN 'uncommon' WHEN 10 THEN 'uncommon'
WHEN 15 THEN 'rare' WHEN 15 THEN 'rare'
@@ -709,7 +724,6 @@ INSERT INTO generated_loot_tiers
(item_level, dungeon_id, raid_id, dungeon_difficulty_id, raid_difficulty_id, recipe_base, craft_quantity) (item_level, dungeon_id, raid_id, dungeon_difficulty_id, raid_difficulty_id, recipe_base, craft_quantity)
VALUES VALUES
(10, 3, 2, 2, 101, 1100, 2), (10, 3, 2, 2, 101, 1100, 2),
(15, 4, 5, 3, 103, 1200, 3),
(20, 6, 7, 4, 104, 1300, 4), (20, 6, 7, 4, 104, 1300, 4),
(25, 8, 9, 5, 105, 1400, 5); (25, 8, 9, 5, 105, 1400, 5);
@@ -792,19 +806,58 @@ VALUES
UPDATE difficulties UPDATE difficulties
SET dropped_item_level = 10, SET dropped_item_level = 10,
unlock_level = 5, unlock_level = 10,
health_multiplier = 1.35, health_multiplier = 1.45,
damage_multiplier = 1.2, damage_multiplier = 1.25,
experience_multiplier = 1.75, experience_multiplier = 2.0,
description = 'Veteran raid difficulty with extra monster-part drops.' description = 'Veteran raid difficulty with extra monster-part drops.'
WHERE id = 101; WHERE id = 101;
INSERT OR IGNORE INTO difficulties INSERT OR IGNORE INTO difficulties
(id, slug, name, dropped_item_level, unlock_level, health_multiplier, damage_multiplier, experience_multiplier, description) (id, slug, name, dropped_item_level, unlock_level, health_multiplier, damage_multiplier, experience_multiplier, description)
VALUES VALUES
(103, 'raid-champion', 'Champion Raid', 15, 10, 1.7, 1.45, 2.4, 'Champion raid difficulty with extra monster-part drops.'), (103, 'raid-champion', 'Champion Raid', 15, 15, 1.7, 1.45, 2.4, 'Gear-only raid upgrade tier between Veteran and Mythic.'),
(104, 'raid-mythic', 'Mythic Raid', 20, 15, 2.1, 1.75, 3.2, 'Mythic raid difficulty with extra monster-part drops.'), (104, 'raid-mythic', 'Mythic Raid', 20, 20, 2.25, 1.85, 3.5, 'Mythic raid difficulty with extra monster-part drops.'),
(105, 'raid-ascendant', 'Ascendant Raid', 25, 20, 2.6, 2.1, 4.2, 'Ascendant raid difficulty with extra monster-part drops.'); (105, 'raid-ascendant', 'Ascendant Raid', 25, 25, 2.8, 2.25, 4.5, 'Ascendant raid difficulty with extra monster-part drops.');
UPDATE difficulties
SET dropped_item_level = CASE id
WHEN 103 THEN 15
WHEN 104 THEN 20
WHEN 105 THEN 25
ELSE dropped_item_level
END,
unlock_level = CASE id
WHEN 103 THEN 15
WHEN 104 THEN 20
WHEN 105 THEN 25
ELSE unlock_level
END,
health_multiplier = CASE id
WHEN 103 THEN 1.7
WHEN 104 THEN 2.25
WHEN 105 THEN 2.8
ELSE health_multiplier
END,
damage_multiplier = CASE id
WHEN 103 THEN 1.45
WHEN 104 THEN 1.85
WHEN 105 THEN 2.25
ELSE damage_multiplier
END,
experience_multiplier = CASE id
WHEN 103 THEN 2.4
WHEN 104 THEN 3.5
WHEN 105 THEN 4.5
ELSE experience_multiplier
END,
description = CASE id
WHEN 103 THEN 'Gear-only raid upgrade tier between Veteran and Mythic.'
WHEN 104 THEN 'Mythic raid difficulty with extra monster-part drops.'
WHEN 105 THEN 'Ascendant raid difficulty with extra monster-part drops.'
ELSE description
END
WHERE id IN (103, 104, 105);
DELETE FROM dungeon_difficulties WHERE dungeon_id = 2 AND difficulty_id <> 101; DELETE FROM dungeon_difficulties WHERE dungeon_id = 2 AND difficulty_id <> 101;
@@ -1161,6 +1214,19 @@ SET slug = CASE id
END END
WHERE id BETWEEN 860 AND 871; WHERE id BETWEEN 860 AND 871;
DELETE FROM dungeon_difficulties;
INSERT OR IGNORE INTO dungeon_difficulties (dungeon_id, difficulty_id) VALUES
(1, 1),
(1, 2),
(1, 4),
(1, 5),
(3, 2),
(6, 4),
(8, 5),
(2, 101),
(7, 104),
(9, 105);
DELETE FROM crafting_recipe_components WHERE recipe_id BETWEEN 1001 AND 1009; DELETE FROM crafting_recipe_components WHERE recipe_id BETWEEN 1001 AND 1009;
INSERT OR IGNORE INTO crafting_recipe_components (recipe_id, item_id, quantity) VALUES INSERT OR IGNORE INTO crafting_recipe_components (recipe_id, item_id, quantity) VALUES
@@ -1196,20 +1262,33 @@ WHERE id BETWEEN 1001 AND 1409
UPDATE crafting_recipes UPDATE crafting_recipes
SET difficulty_id = CASE SET difficulty_id = CASE
(SELECT item_level FROM items WHERE items.id = crafting_recipes.item_id) (SELECT item_level FROM items WHERE items.id = crafting_recipes.item_id)
WHEN 1 THEN 1
WHEN 5 THEN 1 WHEN 5 THEN 1
WHEN 10 THEN 2 WHEN 10 THEN 2
WHEN 15 THEN 3 WHEN 15 THEN 2
WHEN 20 THEN 4 WHEN 20 THEN 4
WHEN 25 THEN 5 WHEN 25 THEN 5
ELSE difficulty_id ELSE difficulty_id
END END
WHERE id BETWEEN 1001 AND 1409; WHERE id BETWEEN 901 AND 1409;
DELETE FROM crafting_recipe_components
WHERE recipe_id IN (
SELECT crafting_recipes.id
FROM crafting_recipes
JOIN items ON items.id = crafting_recipes.item_id
WHERE items.item_level NOT IN (1, 10, 20, 25)
);
DELETE FROM crafting_recipes
WHERE item_id IN (
SELECT id FROM items WHERE item_level NOT IN (1, 10, 20, 25)
);
UPDATE items UPDATE items
SET rarity = CASE item_level SET rarity = CASE item_level
WHEN 5 THEN 'common' WHEN 1 THEN 'common'
WHEN 10 THEN 'uncommon' WHEN 10 THEN 'uncommon'
WHEN 15 THEN 'rare'
WHEN 20 THEN 'epic' WHEN 20 THEN 'epic'
WHEN 25 THEN 'legendary' WHEN 25 THEN 'legendary'
ELSE rarity ELSE rarity
@@ -1220,9 +1299,8 @@ UPDATE items
SET name = ( SET name = (
SELECT SELECT
CASE items.item_level CASE items.item_level
WHEN 5 THEN '' WHEN 1 THEN 'Raw '
WHEN 10 THEN 'Green ' WHEN 10 THEN 'Green '
WHEN 15 THEN 'Blue '
WHEN 20 THEN 'Purple ' WHEN 20 THEN 'Purple '
WHEN 25 THEN 'Orange ' WHEN 25 THEN 'Orange '
ELSE '' ELSE ''
@@ -1264,7 +1342,8 @@ SELECT
difficulties.dropped_item_level, difficulties.dropped_item_level,
encounters.slug || '-coin-ilvl-' || difficulties.dropped_item_level, encounters.slug || '-coin-ilvl-' || difficulties.dropped_item_level,
CASE difficulties.dropped_item_level CASE difficulties.dropped_item_level
WHEN 5 THEN '' WHEN 1 THEN 'Raw '
WHEN 5 THEN 'Honed '
WHEN 10 THEN 'Green ' WHEN 10 THEN 'Green '
WHEN 15 THEN 'Blue ' WHEN 15 THEN 'Blue '
WHEN 20 THEN 'Purple ' WHEN 20 THEN 'Purple '
@@ -1272,6 +1351,7 @@ SELECT
ELSE '' ELSE ''
END || encounters.name || ' Coin', END || encounters.name || ' Coin',
CASE difficulties.dropped_item_level CASE difficulties.dropped_item_level
WHEN 1 THEN 'common'
WHEN 5 THEN 'common' WHEN 5 THEN 'common'
WHEN 10 THEN 'uncommon' WHEN 10 THEN 'uncommon'
WHEN 15 THEN 'rare' WHEN 15 THEN 'rare'
+105 -138
View File
@@ -1,172 +1,139 @@
# Gearing System # Gearing System
## Goal ## Current Rule
Gearing should move from boss-specific multi-item drop tables to one clear currency loop: The game uses fewer playable content tiers and more gear upgrade steps.
1. Kill bosses. Content tiers:
2. Earn boss coins.
3. Craft gear with those coins.
4. Upgrade that boss gear into the next item-level tier with higher-rarity coins.
This keeps boss loot readable, removes low-percentage frustration, and makes every boss kill progress a targeted gear goal. | 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 ## Coin Tiers
Coins are component items. Each coin is tied to a boss source and an item-level tier. Coins are component items. Each coin is tied to a boss and a content tier.
| Item Level | Display Color | Rarity Key | Example | | Content Tier | Coin Prefix | Rarity Key | Example |
| --- | --- | --- | --- | | ---: | --- | --- | --- |
| 5 | White | common | Bulldrome Coin | | 1 | Raw | common | Raw Bulldrome Coin |
| 10 | Green | uncommon | Green Bulldrome Coin | | 10 | Green | uncommon | Green Bulldrome Coin |
| 15 | Blue | rare | Blue Bulldrome Coin |
| 20 | Purple | epic | Purple Bulldrome Coin | | 20 | Purple | epic | Purple Bulldrome Coin |
| 25 | Orange | legendary | Orange Bulldrome Coin | | 25 | Orange | legendary | Orange Bulldrome Coin |
Implementation note: the current TypeScript rarity union supports `common`, `uncommon`, `rare`, and `epic`. Orange needs a new rarity key, recommended as `legendary`, plus UI color styling. 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 ## Boss Loot
Each boss has one loot roll. Each boss drops one boss coin for the selected content tier.
For now, each successful boss loot roll awards 1 to 3 coins:
| Roll Result | Coins Awarded |
| --- | --- |
| Low roll | 1 coin |
| Normal roll | 2 coins |
| High roll | 3 coins |
Recommended weighting:
| Coins | Chance |
| --- | --- |
| 1 | 50% |
| 2 | 35% |
| 3 | 15% |
The coin source comes from the defeated boss. Bulldrome drops Bulldrome coins, Rathian drops Rathian coins, and so on.
The coin tier comes from content difficulty or roguelike depth:
| Source | Coin Tier |
| --- | --- |
| Item level 5 content | White level 5 coins |
| Item level 10 content | Green level 10 coins |
| Item level 15 content | Blue level 15 coins |
| Item level 20 content | Purple level 20 coins |
| Item level 25 content | Orange level 25 coins |
## Crafting Costs
Gear is crafted with boss coins from the same boss and item-level tier.
| Gear Item Level | Cost |
| --- | --- |
| 5 | 5 white boss coins |
| 10 | 10 green boss coins |
| 15 | 15 blue boss coins |
| 20 | 20 purple boss coins |
| 25 | 25 orange boss coins |
Example:
- Bulldrome item-level 5 helmet costs 5 white Bulldrome coins.
- Bulldrome item-level 10 helmet costs 10 green Bulldrome coins.
- Rathian item-level 20 gloves cost 20 purple Rathian coins.
## Gear Upgrades
Crafting can create gear directly, but upgrades should become the preferred long-term path.
Upgrade rule:
- Existing boss gear upgrades into the next item-level version of the same boss gear.
- Upgrade cost uses coins from the next tier.
- Required coin quantity equals the target item level.
Examples: Examples:
| Upgrade | Cost | - Bulldrome at iLvl 1 drops Raw Bulldrome Coins.
| --- | --- | - Tigrex at iLvl 10 drops Green Tigrex Coins.
| Bulldrome item level 5 gear -> Bulldrome item level 10 gear | 10 green Bulldrome coins | - Barroth at iLvl 20 drops Purple Barroth Coins.
| Bulldrome item level 10 gear -> Bulldrome item level 15 gear | 15 blue Bulldrome coins | - Anjanath at iLvl 25 drops Orange Anjanath Coins.
| Bulldrome item level 15 gear -> Bulldrome item level 20 gear | 20 purple Bulldrome coins |
| Bulldrome item level 20 gear -> Bulldrome item level 25 gear | 25 orange Bulldrome coins |
Upgrade should consume the old item and award the upgraded item. This avoids duplicate clutter and keeps equipment identity clear. ## 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 Loot
Roguelike bosses should award coins when defeated, using the same 1 to 3 coin roll. Roguelike gear should follow the same tier brackets.
Roguelike coin tier should scale by wave band: Recommended mapping:
| Waves | Coin Tier | | Stage Band | Coin Tier |
| --- | --- | | --- | ---: |
| 1-4 | Level 5 white coins | | 1-4 | 1 |
| 5-9 | Level 10 green coins | | 5-9 | 10 |
| 10-14 | Level 15 blue coins |
| 15-19 | Level 20 purple coins |
| 20+ | Level 25 orange coins |
Boss identity can be handled two ways:
1. Boss-based coins: use the actual boss template selected for that roguelike boss.
2. Roguelike coins: use a generic roguelike coin per tier.
Recommended first pass: boss-based coins. It reuses the same crafting economy as dungeons and makes roguelike runs feel connected to the main gear chase.
## Roguelike Checkpoints
Checkpoints should unlock every 5 waves.
| Highest Cleared Wave | Future Start Wave |
| --- | --- |
| 0-4 | 1 |
| 5-9 | 5 |
| 10-14 | 10 | | 10-14 | 10 |
| 15-19 | 15 | | 15-19 | 20 |
| 20+ | Highest unlocked 5-wave checkpoint | | 20+ | 25 |
Checkpoint rule: Boss-based coins are still preferred. A roguelike boss should award coins for its actual boss template when possible.
- Unlock a checkpoint after clearing its boss band. ## Data Notes
- Starting from a checkpoint begins at that wave band with matching coin tier.
- Runs should still record leaderboard progress from the selected start wave so full runs and checkpoint runs can be ranked separately later.
Current implementation note: the roguelike screen always starts at stage 1 and only awards XP per boss. Checkpoints need saved character progress and a start-wave selector. Authoritative gearing data lives in SQLite seed data:
## Current Code Fit - `db/seed.sql`
- `src/offline-starter-profile.json`
The existing system already has most of the required foundation: Run this after changing seed data:
- `items.slot = 'component'` can represent coins. ```sh
- `character_inventory.quantity` already stacks components. npm run db:init
- `crafting_recipes` and `crafting_recipe_components` already support coin costs. npm run offline:export
- `encounter_loot_rolls` and `encounter_loot_roll_items` already persist retry-safe loot awards. ```
- `completeRoguelike` is already called after each roguelike boss kill for XP, so coin awards can attach to that same flow.
Needed changes: `npm run build` already runs `offline:export`, so a production build also refreshes the offline starter profile.
- Replace current 4-component boss drop tables with one boss coin per boss per tier. 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`.
- Change boss loot roll count from multiple chance slots to one 1-3 coin roll.
- Add orange/legendary rarity support.
- Add upgrade recipes or a dedicated upgrade endpoint.
- Add roguelike boss coin awards.
- Add roguelike checkpoint persistence and start-wave selection.
- Export updated offline starter data after seed changes.
## Suggestions
Use guaranteed coin drops for now. One to three coins per boss gives steady progress and makes craft timing easy to understand.
Keep coins boss-specific, not slot-specific. Slot-specific components add complexity without much decision value.
Use upgrade-first UI. Show the next upgrade for equipped gear before showing the full crafting catalog.
Keep direct crafting and upgrading at the same coin cost for the target tier. Direct crafting helps new slots catch up; upgrading preserves boss gear identity.
Add a pity floor only if needed later. If boss kills always award coins, the system already has deterministic progress.
Use one orange rarity key: `legendary`. Avoid storing display color names as rarity values; colors can change without data migration.
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# 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="PASTE_TOKEN_HERE"
VERSION="1.0.26"
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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<text x="650" y="358" fill="#aaa9b7" font-family="monospace" font-size="17">Fastest path for controller play. One list item is the exact run.</text>
<text x="650" y="394" fill="#aaa9b7" font-family="monospace" font-size="17">No separate dungeon, phase, or difficulty controls.</text>
<rect x="650" y="440" width="470" height="64" fill="#15161c" stroke="#33343d" stroke-width="3"/>
<text x="680" y="480" fill="#f2f0dc" font-family="monospace" font-size="18">Health 1.00x Damage 1.00x XP 1.0x</text>
<rect x="650" y="532" width="220" height="62" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
<text x="716" y="570" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Start</text>
<rect x="900" y="532" width="220" height="62" fill="#15161c" stroke="#41404a" stroke-width="4"/>
<text x="955" y="570" fill="#e5b95f" font-family="monospace" font-size="22">Loot</text>
<text x="78" y="684" fill="#aaa9b7" font-family="monospace" font-size="17">Idea C: Flat mission list. Most controller-friendly, least setup flexibility on one screen.</text>
</svg>

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+72
View File
@@ -0,0 +1,72 @@
<svg xmlns="http://www.w3.org/2000/svg" width="1280" height="720" viewBox="0 0 1280 720">
<rect width="1280" height="720" fill="#111218"/>
<rect x="48" y="36" width="1184" height="648" fill="#1b1c24" stroke="#090a0d" stroke-width="4"/>
<text x="78" y="78" fill="#8f90a0" font-family="monospace" font-size="18">ADVENTURE</text>
<text x="78" y="114" fill="#f2f0dc" font-family="monospace" font-size="34" font-weight="700">Dungeons</text>
<text x="958" y="88" fill="#e5b95f" font-family="monospace" font-size="18">B Back • A Select</text>
<text x="78" y="158" fill="#e5b95f" font-family="monospace" font-size="18">1. Pick Item Level</text>
<g>
<rect x="78" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="125" y="222" fill="#f2f0dc" font-family="monospace" font-size="22">5</text>
<text x="108" y="240" fill="#8f90a0" font-family="monospace" font-size="12">Initiate</text>
</g>
<g>
<rect x="268" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="310" y="222" fill="#f2f0dc" font-family="monospace" font-size="22">10</text>
<text x="300" y="240" fill="#8f90a0" font-family="monospace" font-size="12">Veteran</text>
</g>
<g>
<rect x="458" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="500" y="222" fill="#f2f0dc" font-family="monospace" font-size="22">15</text>
<text x="488" y="240" fill="#8f90a0" font-family="monospace" font-size="12">Champion</text>
</g>
<g>
<rect x="648" y="178" width="170" height="72" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
<text x="690" y="222" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">20</text>
<text x="690" y="240" fill="#e5b95f" font-family="monospace" font-size="12">Mythic</text>
</g>
<g opacity="0.65">
<rect x="838" y="178" width="170" height="72" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="880" y="222" fill="#777988" font-family="monospace" font-size="22">25</text>
<text x="864" y="240" fill="#777988" font-family="monospace" font-size="12">Level 20</text>
</g>
<text x="78" y="304" fill="#e5b95f" font-family="monospace" font-size="18">2. Pick Run</text>
<g>
<rect x="78" y="324" width="335" height="154" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
<rect x="96" y="346" width="64" height="64" fill="#481e29" stroke="#090a0d" stroke-width="3"/>
<text x="114" y="387" fill="#ef6574" font-family="monospace" font-size="24" font-weight="700">AH</text>
<text x="178" y="360" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Ashen Halls</text>
<text x="178" y="389" fill="#aaa9b7" font-family="monospace" font-size="15">Mythic • iLvl 20</text>
<text x="96" y="446" fill="#e5b95f" font-family="monospace" font-size="16">Part 1 unlocked</text>
</g>
<g>
<rect x="436" y="324" width="335" height="154" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<rect x="454" y="346" width="64" height="64" fill="#2a263f" stroke="#090a0d" stroke-width="3"/>
<text x="472" y="387" fill="#8ca9ff" font-family="monospace" font-size="24" font-weight="700">SC</text>
<text x="536" y="360" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Sunken Crypt</text>
<text x="536" y="389" fill="#aaa9b7" font-family="monospace" font-size="15">Mythic • iLvl 20</text>
<text x="454" y="446" fill="#aaa9b7" font-family="monospace" font-size="16">Part 1 unlocked</text>
</g>
<g>
<rect x="794" y="324" width="335" height="154" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<rect x="812" y="346" width="64" height="64" fill="#223226" stroke="#090a0d" stroke-width="3"/>
<text x="830" y="387" fill="#70d990" font-family="monospace" font-size="24" font-weight="700">GM</text>
<text x="894" y="360" fill="#f2f0dc" font-family="monospace" font-size="20" font-weight="700">Grove Maw</text>
<text x="894" y="389" fill="#aaa9b7" font-family="monospace" font-size="15">Mythic • iLvl 20</text>
<text x="812" y="446" fill="#777988" font-family="monospace" font-size="16">Locked dungeon</text>
</g>
<text x="78" y="532" fill="#e5b95f" font-family="monospace" font-size="18">3. Pick Part</text>
<rect x="78" y="552" width="250" height="64" fill="#29291f" stroke="#e5b95f" stroke-width="5"/>
<text x="124" y="592" fill="#f2f0dc" font-family="monospace" font-size="20">Part 1</text>
<rect x="352" y="552" width="250" height="64" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="398" y="592" fill="#aaa9b7" font-family="monospace" font-size="20">Part 2</text>
<rect x="626" y="552" width="250" height="64" fill="#20222a" stroke="#41404a" stroke-width="4"/>
<text x="672" y="592" fill="#aaa9b7" font-family="monospace" font-size="20">Part 3</text>
<rect x="926" y="552" width="226" height="64" fill="#3a2618" stroke="#e5b95f" stroke-width="5"/>
<text x="991" y="592" fill="#f2f0dc" font-family="monospace" font-size="22" font-weight="700">Start</text>
<text x="78" y="662" fill="#aaa9b7" font-family="monospace" font-size="17">Idea D: submenu flow. Pick item level first, then only compatible dungeon cards appear.</text>
</svg>

After

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+18 -10
View File
@@ -363,13 +363,6 @@ function initializeCharacter(database, accountId, characterName, classId) {
;[...starterSpells, null].slice(0, 6).forEach((spellId, index) => { ;[...starterSpells, null].slice(0, 6).forEach((spellId, index) => {
insertSlot.run(characterId, index + 1, spellId) insertSlot.run(characterId, index + 1, spellId)
}) })
const insertItem = database.prepare(`
INSERT INTO character_inventory (character_id, item_id, quantity, equipped)
VALUES (?, ?, 1, ?)
`)
for (let itemId = 100; itemId <= 107; itemId += 1) {
insertItem.run(characterId, itemId, itemId === 107 ? 0 : 1)
}
return characterId return characterId
} }
@@ -1692,11 +1685,24 @@ function craftItem(database, characterId, recipeId) {
crafting_recipes.item_id AS itemId, crafting_recipes.item_id AS itemId,
crafting_recipes.difficulty_id AS difficultyId, crafting_recipes.difficulty_id AS difficultyId,
crafting_recipes.source_dungeon_id AS sourceDungeonId, crafting_recipes.source_dungeon_id AS sourceDungeonId,
crafting_recipes.source_encounter_id AS sourceEncounterId crafting_recipes.source_encounter_id AS sourceEncounterId,
items.slot,
items.item_level AS itemLevel
FROM crafting_recipes FROM crafting_recipes
JOIN items ON items.id = crafting_recipes.item_id
WHERE crafting_recipes.id = ? WHERE crafting_recipes.id = ?
`).get(recipeId) `).get(recipeId)
if (!recipe) throw new Error('That crafting recipe does not exist.') if (!recipe) throw new Error('That crafting recipe does not exist.')
const lowerTierRecipe = database.prepare(`
SELECT crafting_recipes.id
FROM crafting_recipes
JOIN items ON items.id = crafting_recipes.item_id
WHERE crafting_recipes.source_encounter_id = ?
AND items.slot = ?
AND items.item_level < ?
LIMIT 1
`).get(recipe.sourceEncounterId, recipe.slot, recipe.itemLevel)
if (lowerTierRecipe) throw new Error('Upgrade the previous item tier instead.')
const components = database.prepare(` const components = database.prepare(`
SELECT SELECT
@@ -1777,8 +1783,10 @@ function upgradeItem(database, characterId, itemId) {
JOIN items ON items.id = crafting_recipes.item_id JOIN items ON items.id = crafting_recipes.item_id
WHERE crafting_recipes.source_encounter_id = ? WHERE crafting_recipes.source_encounter_id = ?
AND items.slot = ? AND items.slot = ?
AND items.item_level = ? AND items.item_level > ?
`).get(currentRecipe.sourceEncounterId, item.slot, item.itemLevel + 5) ORDER BY items.item_level
LIMIT 1
`).get(currentRecipe.sourceEncounterId, item.slot, item.itemLevel)
if (!targetRecipe) throw new Error('No upgrade is available for this item.') if (!targetRecipe) throw new Error('No upgrade is available for this item.')
const components = database.prepare(` const components = database.prepare(`
+1801 -8
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+144 -55
View File
@@ -131,6 +131,13 @@ 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])
@@ -148,6 +155,9 @@ function App() {
setScreen('menu') setScreen('menu')
setError('') setError('')
setServerMessage('') setServerMessage('')
window.requestAnimationFrame(() => {
focusFirstControl()
})
} }
async function signOut() { async function signOut() {
@@ -272,10 +282,32 @@ 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 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 tierActivityOptions = activityOptions.filter((option) =>
option.difficulties.some((difficulty) => difficulty.droppedItemLevel === selectedTierItemLevel),
)
const selectedActivityId = screen === 'raids' && raid ? raid.id : dungeon.id
const activity = tierActivityOptions.find((candidate) => candidate.id === selectedActivityId)
?? tierActivityOptions[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 completedSections = activity.contentType === 'raid'
@@ -296,7 +328,7 @@ 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"
@@ -554,50 +586,128 @@ function App() {
)} )}
{(screen === 'dungeons' || screen === 'raids') && ( {(screen === 'dungeons' || screen === 'raids') && (
<section className="content-screen"> <section className="content-screen dungeon-run-screen">
<ScreenHeading <ScreenHeading
eyebrow="Adventure" eyebrow="Adventure"
title={activity.contentType === 'raid' ? 'Raids' : 'Dungeons'} title={activity.contentType === 'raid' ? 'Raids' : 'Dungeons'}
onBack={() => setScreen('menu')} onBack={() => setScreen('menu')}
/> />
<article className="dungeon-card"> <div className="dungeon-run-board">
<div className="dungeon-run-main">
<article className="run-summary-card dungeon-focus-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>
<h2>{activity.name}</h2> <h2>{activity.name}</h2>
<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) <small>{selectedDifficulty.name} rewards iLvl {selectedDifficulty.droppedItemLevel} components.</small>
else setSelectedDungeonId(nextActivityId) </div>
if (nextActivity?.difficulties[0]) { <div className="activity-card-grid dungeon-choice-grid">
setSelectedDifficultyId(nextActivity.difficulties[0].id) {tierActivityOptions.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={() => {
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>
<section className="run-setup-panel part-setup-panel">
<div className="run-setup-heading">
<div>
<p className="eyebrow">Start</p>
<h2>{sectionName}</h2>
</div>
<small>{difficultyLocked ? `Unlocks at level ${selectedDifficulty.unlockLevel}` : 'Choose a section to launch.'}</small>
</div>
<div className="part-picker">
{parts.map((p) => ( {parts.map((p) => (
<button <button
key={p.part} key={p.part}
@@ -606,6 +716,7 @@ function App() {
onClick={() => { onClick={() => {
setSelectedPart(p.part) setSelectedPart(p.part)
setCombatContentId(activity.id) setCombatContentId(activity.id)
setSelectedDifficultyId(selectedDifficulty.id)
setScreen('combat') setScreen('combat')
}} }}
type="button" type="button"
@@ -614,34 +725,9 @@ function App() {
</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>
@@ -651,10 +737,11 @@ 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>
@@ -803,6 +890,8 @@ function App() {
)} )}
</div> </div>
)} )}
</aside>
</div>
</section> </section>
)} )}
+244 -131
View File
@@ -73,6 +73,16 @@ type FloatingCombatText = {
value: number value: number
} }
type SinglePlayerCombatState = {
party: PartyMember[]
resource: number
enemyHealth: number
cooldowns: Record<string, number>
elapsedTicks: number
castsTowardFree: number
freeCastReady: boolean
}
const ROGUELIKE_MECHANICS: RoguelikeMechanic[] = [ const ROGUELIKE_MECHANICS: RoguelikeMechanic[] = [
'party-pulse', 'party-pulse',
'searing-mark', 'searing-mark',
@@ -340,13 +350,18 @@ export function CombatScreen({
const sectionName = isRoguelike ? 'Stage' : dungeon.contentType === 'raid' ? 'Phase' : 'Part' const sectionName = isRoguelike ? 'Stage' : dungeon.contentType === 'raid' ? 'Phase' : 'Part'
const contentName = isRoguelike ? 'Roguelike' : dungeon.contentType === 'raid' ? 'Raid' : 'Dungeon' const contentName = isRoguelike ? 'Roguelike' : dungeon.contentType === 'raid' ? 'Raid' : 'Dungeon'
const initialEncounterIndex = (startPart - 1) * 3 const initialEncounterIndex = (startPart - 1) * 3
const [party, setParty] = useState<PartyMember[]>(partyTemplate) const initialCombatState = useMemo<SinglePlayerCombatState>(() => ({
party: partyTemplate,
resource: maxResource,
enemyHealth: encounters[initialEncounterIndex].maxHealth,
cooldowns: {},
elapsedTicks: 0,
castsTowardFree: 0,
freeCastReady: false,
}), [encounters, initialEncounterIndex, maxResource, partyTemplate])
const [combatState, setCombatState] = useState<SinglePlayerCombatState>(() => initialCombatState)
const [selectedId, setSelectedId] = useState(partyTemplate[0].id) const [selectedId, setSelectedId] = useState(partyTemplate[0].id)
const [resource, setResource] = useState(maxResource)
const [encounterIndex, setEncounterIndex] = useState(initialEncounterIndex) const [encounterIndex, setEncounterIndex] = useState(initialEncounterIndex)
const [enemyHealth, setEnemyHealth] = useState(encounters[initialEncounterIndex].maxHealth)
const [cooldowns, setCooldowns] = useState<Record<string, number>>({})
const [, setElapsedTicks] = useState(0)
const [status, setStatus] = useState<'playing' | 'won' | 'lost' | 'part-complete' | 'upgrade-choice'>('playing') const [status, setStatus] = useState<'playing' | 'won' | 'lost' | 'part-complete' | 'upgrade-choice'>('playing')
const [paused, setPaused] = useState(false) const [paused, setPaused] = useState(false)
const [targetGroup, setTargetGroup] = useState<0 | 1 | 2>(0) const [targetGroup, setTargetGroup] = useState<0 | 1 | 2>(0)
@@ -360,8 +375,6 @@ export function CombatScreen({
const [floatingTexts, setFloatingTexts] = useState<FloatingCombatText[]>([]) const [floatingTexts, setFloatingTexts] = useState<FloatingCombatText[]>([])
const [roguelikeUpgrades, setRoguelikeUpgrades] = useState<RoguelikeUpgrade[]>([]) const [roguelikeUpgrades, setRoguelikeUpgrades] = useState<RoguelikeUpgrade[]>([])
const [upgradeChoices, setUpgradeChoices] = useState<RoguelikeUpgrade[]>([]) const [upgradeChoices, setUpgradeChoices] = useState<RoguelikeUpgrade[]>([])
const [, setCastsTowardFree] = useState(0)
const [freeCastReady, setFreeCastReady] = useState(false)
const rewardClaimedRef = useRef(false) const rewardClaimedRef = useRef(false)
const profileRefreshedRef = useRef(false) const profileRefreshedRef = useRef(false)
const rolledEncounterIdsRef = useRef(new Set<number>()) const rolledEncounterIdsRef = useRef(new Set<number>())
@@ -371,9 +384,14 @@ export function CombatScreen({
const partStartTimesRef = useRef<Record<number, number>>({}) const partStartTimesRef = useRef<Record<number, number>>({})
const nextLogId = useRef(2) const nextLogId = useRef(2)
const nextFloatingTextId = useRef(1) const nextFloatingTextId = useRef(1)
const partyRef = useRef(partyTemplate) const combatRef = useRef(initialCombatState)
const enemyHealthRef = useRef(encounters[initialEncounterIndex].maxHealth) const selectedIdRef = useRef(partyTemplate[0].id)
const elapsedTicksRef = useRef(0) const runCombatTickRef = useRef<() => void>(() => {})
const combatClockActiveRef = useRef(false)
const lastCombatTickAtRef = useRef(performance.now())
const statusRef = useRef(status)
const pausedRef = useRef(paused)
const { party, resource, enemyHealth, cooldowns, freeCastReady } = combatState
const encounter = encounters[encounterIndex] const encounter = encounters[encounterIndex]
const currentPart = getCurrentPart(encounterIndex) const currentPart = getCurrentPart(encounterIndex)
const firstEncounterIndex = (startPart - 1) * 3 const firstEncounterIndex = (startPart - 1) * 3
@@ -402,6 +420,9 @@ export function CombatScreen({
enabled: dualScreenEnabled, enabled: dualScreenEnabled,
} = useDualScreen() } = useDualScreen()
statusRef.current = status
pausedRef.current = paused
useEffect(() => { useEffect(() => {
const now = Date.now() const now = Date.now()
runStartedAtRef.current = now runStartedAtRef.current = now
@@ -415,6 +436,35 @@ export function CombatScreen({
}) })
}, [paused]) }, [paused])
const setCombat = useCallback((
nextState: SinglePlayerCombatState | ((current: SinglePlayerCombatState) => SinglePlayerCombatState),
) => {
const next = typeof nextState === 'function'
? nextState(combatRef.current)
: nextState
combatRef.current = next
setSelectedId(selectedIdRef.current)
setCombatState(next)
}, [])
const syncSelectedTargetDom = useCallback((id: string) => {
document.querySelectorAll<HTMLButtonElement>('[data-party-member-id]').forEach((button) => {
const selected = button.dataset.partyMemberId === id
button.classList.toggle('selected', selected)
button.setAttribute('aria-pressed', String(selected))
})
}, [])
const setSelectedTargetId = useCallback((id: string) => {
if (selectedIdRef.current === id) return
selectedIdRef.current = id
syncSelectedTargetDom(id)
}, [syncSelectedTargetDom])
useEffect(() => {
syncSelectedTargetDom(selectedIdRef.current)
}, [combatState, syncSelectedTargetDom])
const addLog = useCallback((text: string, tone: CombatLogEntry['tone']) => { const addLog = useCallback((text: string, tone: CombatLogEntry['tone']) => {
const entry = { id: nextLogId.current++, text, tone } const entry = { id: nextLogId.current++, text, tone }
setLog((current) => [entry, ...current].slice(0, 60)) setLog((current) => [entry, ...current].slice(0, 60))
@@ -462,18 +512,19 @@ export function CombatScreen({
: [] : []
const nextEncounters = roguelikeMode ? nextRoguelikeEncounters : staticEncounters const nextEncounters = roguelikeMode ? nextRoguelikeEncounters : staticEncounters
const freshParty = partyTemplate.map((member) => ({ ...member })) const freshParty = partyTemplate.map((member) => ({ ...member }))
partyRef.current = freshParty setCombat({
enemyHealthRef.current = nextEncounters[initialEncounterIndex].maxHealth party: freshParty,
resource: maxResource,
enemyHealth: nextEncounters[initialEncounterIndex].maxHealth,
cooldowns: {},
elapsedTicks: 0,
castsTowardFree: 0,
freeCastReady: false,
})
if (roguelikeMode) setRoguelikeEncounters(nextRoguelikeEncounters) if (roguelikeMode) setRoguelikeEncounters(nextRoguelikeEncounters)
setRoguelikeStage(1) setRoguelikeStage(1)
setParty(freshParty) setSelectedTargetId(partyTemplate[0].id)
setSelectedId(partyTemplate[0].id)
setResource(maxResource)
setEncounterIndex(initialEncounterIndex) setEncounterIndex(initialEncounterIndex)
setEnemyHealth(nextEncounters[initialEncounterIndex].maxHealth)
setCooldowns({})
elapsedTicksRef.current = 0
setElapsedTicks(0)
setStatus('playing') setStatus('playing')
setPaused(false) setPaused(false)
setTargetGroup(0) setTargetGroup(0)
@@ -484,8 +535,6 @@ export function CombatScreen({
setFloatingTexts([]) setFloatingTexts([])
setRoguelikeUpgrades([]) setRoguelikeUpgrades([])
setUpgradeChoices([]) setUpgradeChoices([])
setCastsTowardFree(0)
setFreeCastReady(false)
rewardClaimedRef.current = false rewardClaimedRef.current = false
profileRefreshedRef.current = false profileRefreshedRef.current = false
rolledEncounterIdsRef.current = new Set() rolledEncounterIdsRef.current = new Set()
@@ -494,34 +543,36 @@ export function CombatScreen({
runStartedAtRef.current = Date.now() runStartedAtRef.current = Date.now()
partStartTimesRef.current = { [startPart]: runStartedAtRef.current } partStartTimesRef.current = { [startPart]: runStartedAtRef.current }
setLog([{ id: nextLogId.current++, text: 'A new run begins.', tone: 'system' }]) setLog([{ id: nextLogId.current++, text: 'A new run begins.', tone: 'system' }])
}, [difficulty, initialEncounterIndex, maxResource, partyTemplate, roguelikeMode, roguelikePool, startPart, staticEncounters]) }, [difficulty, initialEncounterIndex, maxResource, partyTemplate, roguelikeMode, roguelikePool, setCombat, setSelectedTargetId, startPart, staticEncounters])
const castSpell = useCallback( const castSpell = useCallback(
(spell: Spell) => { (spell: Spell) => {
const effectiveCost = spellResourceCost(spell, roguelikeUpgrades, freeCastReady) const current = combatRef.current
if (status !== 'playing' || cooldowns[spell.id] > 0 || resource < effectiveCost) return const effectiveCost = spellResourceCost(spell, roguelikeUpgrades, current.freeCastReady)
const healer = partyRef.current.find((member) => member.id === 'mira') if (status !== 'playing' || current.cooldowns[spell.id] > 0 || current.resource < effectiveCost) return
const healer = current.party.find((member) => member.id === 'mira')
if (!healer || healer.health <= 0) return if (!healer || healer.health <= 0) return
const selected = partyRef.current.find((member) => member.id === selectedId) const targetId = selectedIdRef.current
const selected = current.party.find((member) => member.id === targetId)
if (!selected || selected.health <= 0) return if (!selected || selected.health <= 0) return
const extraTarget = (blockedIds: string[]) => partyRef.current const extraTarget = (blockedIds: string[]) => current.party
.filter((member) => member.health > 0 && !blockedIds.includes(member.id)) .filter((member) => member.health > 0 && !blockedIds.includes(member.id))
.sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0] .sort((left, right) => (left.health / left.maxHealth) - (right.health / right.maxHealth))[0]
const directTargets = new Set([selectedId]) const directTargets = new Set([targetId])
const hotTargets = new Set<string>() const hotTargets = new Set<string>()
const shieldTargets = new Set<string>() const shieldTargets = new Set<string>()
if (spell.kind === 'hot') hotTargets.add(selectedId) if (spell.kind === 'hot') hotTargets.add(targetId)
if (spell.kind === 'shield') shieldTargets.add(selectedId) if (spell.kind === 'shield') shieldTargets.add(targetId)
if (spell.name === 'Mend' && activeSetEffects.has('mend_extra_target')) { if (spell.name === 'Mend' && activeSetEffects.has('mend_extra_target')) {
const extra = extraTarget([selectedId]) const extra = extraTarget([targetId])
if (extra) directTargets.add(extra.id) if (extra) directTargets.add(extra.id)
} }
if (spell.name === 'Renew' && activeSetEffects.has('renew_extra_target')) { if (spell.name === 'Renew' && activeSetEffects.has('renew_extra_target')) {
const extra = extraTarget([selectedId]) const extra = extraTarget([targetId])
if (extra) hotTargets.add(extra.id) if (extra) hotTargets.add(extra.id)
} }
if (spell.name === 'Mend' && activeSetEffects.has('mend_applies_renew')) { if (spell.name === 'Mend' && activeSetEffects.has('mend_applies_renew')) {
hotTargets.add(selectedId) hotTargets.add(targetId)
} }
const extraTargets = upgradeStackCount(roguelikeUpgrades, `slot${spell.key as SlotKey}-extra-target` as RoguelikeUpgradeId) const extraTargets = upgradeStackCount(roguelikeUpgrades, `slot${spell.key as SlotKey}-extra-target` as RoguelikeUpgradeId)
for (let index = 0; index < extraTargets; index += 1) { for (let index = 0; index < extraTargets; index += 1) {
@@ -540,28 +591,7 @@ export function CombatScreen({
if (extra) directTargets.add(extra.id) if (extra) directTargets.add(extra.id)
} }
setResource((value) => value - effectiveCost) const nextParty = current.party.map((member) => {
resourceSpentRef.current += effectiveCost
setCooldowns((current) => ({
...current,
[spell.id]: spell.cooldown * cooldownMultiplier(spell, roguelikeUpgrades),
}))
if (upgradeStackCount(roguelikeUpgrades, 'fifth-cast-free') > 0) {
if (freeCastReady) {
setFreeCastReady(false)
setCastsTowardFree(0)
} else {
setCastsTowardFree((current) => {
const next = current + 1
if (next >= 5) {
setFreeCastReady(true)
return 0
}
return next
})
}
}
const nextParty = partyRef.current.map((member) => {
if (member.health <= 0) return member if (member.health <= 0) return member
if (spell.kind === 'group') { if (spell.kind === 'group') {
const power = Math.round(spell.power * (1.25 ** upgradeStackCount(roguelikeUpgrades, 'group-heal-boost'))) const power = Math.round(spell.power * (1.25 ** upgradeStackCount(roguelikeUpgrades, 'group-heal-boost')))
@@ -595,11 +625,35 @@ export function CombatScreen({
hotTicks: hotTargets.has(member.id) ? 5 : member.hotTicks, hotTicks: hotTargets.has(member.id) ? 5 : member.hotTicks,
} }
}) })
partyRef.current = nextParty const freeCastStacks = upgradeStackCount(roguelikeUpgrades, 'fifth-cast-free')
setParty(nextParty) const nextFreeCastReady = freeCastStacks > 0 && current.freeCastReady
? false
: current.freeCastReady
const nextCastsTowardFree = freeCastStacks > 0
? current.freeCastReady
? 0
: current.castsTowardFree + 1 >= 5
? 0
: current.castsTowardFree + 1
: current.castsTowardFree
const gainedFreeCast = freeCastStacks > 0
&& !current.freeCastReady
&& current.castsTowardFree + 1 >= 5
resourceSpentRef.current += effectiveCost
setCombat({
...current,
party: nextParty,
resource: current.resource - effectiveCost,
cooldowns: {
...current.cooldowns,
[spell.id]: spell.cooldown * cooldownMultiplier(spell, roguelikeUpgrades),
},
castsTowardFree: nextCastsTowardFree,
freeCastReady: gainedFreeCast || nextFreeCastReady,
})
addLog(`${spell.name} cast on ${spell.kind === 'group' ? 'the party' : selected.name}${effectiveCost === 0 ? ' for free' : ''}.`, 'heal') addLog(`${spell.name} cast on ${spell.kind === 'group' ? 'the party' : selected.name}${effectiveCost === 0 ? ' for free' : ''}.`, 'heal')
}, },
[activeSetEffects, addFloatingHeal, addLog, cooldowns, freeCastReady, resource, roguelikeUpgrades, selectedId, status], [activeSetEffects, addFloatingHeal, addLog, roguelikeUpgrades, setCombat, status],
) )
const finishRun = useCallback( const finishRun = useCallback(
@@ -662,25 +716,25 @@ export function CombatScreen({
) )
const selectRelativeTarget = useCallback((direction: -1 | 1) => { const selectRelativeTarget = useCallback((direction: -1 | 1) => {
const living = partyRef.current.filter((member) => member.health > 0) const living = combatRef.current.party.filter((member) => member.health > 0)
if (living.length === 0) return if (living.length === 0) return
const currentIndex = living.findIndex((member) => member.id === selectedId) const currentIndex = living.findIndex((member) => member.id === selectedIdRef.current)
const nextIndex = currentIndex < 0 const nextIndex = currentIndex < 0
? 0 ? 0
: (currentIndex + direction + living.length) % living.length : (currentIndex + direction + living.length) % living.length
setSelectedId(living[nextIndex].id) setSelectedTargetId(living[nextIndex].id)
}, [selectedId]) }, [setSelectedTargetId])
const selectDirectionalTarget = useCallback((action: InputAction) => { const selectDirectionalTarget = useCallback((action: InputAction) => {
const columns = dungeon.partySize >= 10 ? 6 : 3 const columns = dungeon.partySize >= 10 ? 6 : 3
const currentIndex = partyRef.current.findIndex((member) => member.id === selectedId) const currentIndex = combatRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
if (currentIndex < 0) { if (currentIndex < 0) {
setSelectedId(partyRef.current[0].id) setSelectedTargetId(combatRef.current.party[0].id)
return return
} }
const currentRow = Math.floor(currentIndex / columns) const currentRow = Math.floor(currentIndex / columns)
const currentColumn = currentIndex % columns const currentColumn = currentIndex % columns
const candidates = partyRef.current const candidates = combatRef.current.party
.map((member, index) => ({ .map((member, index) => ({
member, member,
index, index,
@@ -709,19 +763,20 @@ export function CombatScreen({
: Math.abs(b.column - currentColumn) : Math.abs(b.column - currentColumn)
return aPrimary - bPrimary || aSecondary - bSecondary return aPrimary - bPrimary || aSecondary - bSecondary
}) })
if (candidates[0]) setSelectedId(candidates[0].member.id) if (candidates[0]) setSelectedTargetId(candidates[0].member.id)
}, [dungeon.partySize, selectedId]) }, [dungeon.partySize, setSelectedTargetId])
const selectDirectTarget = useCallback((slot: number) => { const selectDirectTarget = useCallback((slot: number) => {
const index = slot + (dungeon.partySize > 6 ? targetGroup * 6 : 0) const index = slot + (dungeon.partySize > 6 ? targetGroup * 6 : 0)
const member = partyRef.current[index] const member = combatRef.current.party[index]
if (member) setSelectedId(member.id) if (member) setSelectedTargetId(member.id)
}, [dungeon.partySize, targetGroup]) }, [dungeon.partySize, setSelectedTargetId, targetGroup])
const chooseRoguelikeUpgrade = useCallback((upgrade: RoguelikeUpgrade) => { const chooseRoguelikeUpgrade = useCallback((upgrade: RoguelikeUpgrade) => {
if (!roguelikeMode) return if (!roguelikeMode) return
const current = combatRef.current
const clearedBoss = encounters[encounterIndex]?.isBoss ?? false const clearedBoss = encounters[encounterIndex]?.isBoss ?? false
const recoveredParty = partyRef.current.map((member) => ({ const recoveredParty = current.party.map((member) => ({
...member, ...member,
health: member.health <= 0 health: member.health <= 0
? 0 ? 0
@@ -740,24 +795,24 @@ export function CombatScreen({
? nextSegment[0] ? nextSegment[0]
: encounters[encounterIndex + 1] : encounters[encounterIndex + 1]
if (!nextEncounter) return if (!nextEncounter) return
partyRef.current = recoveredParty
enemyHealthRef.current = nextEncounter.maxHealth
setRoguelikeUpgrades((current) => [...current, upgrade]) setRoguelikeUpgrades((current) => [...current, upgrade])
if (clearedBoss) { if (clearedBoss) {
setRoguelikeStage(nextStage) setRoguelikeStage(nextStage)
setRoguelikeEncounters((current) => [...current, ...nextSegment]) setRoguelikeEncounters((current) => [...current, ...nextSegment])
} }
setParty(recoveredParty)
setEncounterIndex((current) => current + 1) setEncounterIndex((current) => current + 1)
setEnemyHealth(nextEncounter.maxHealth) setCombat({
elapsedTicksRef.current = 0 ...current,
setElapsedTicks(0) party: recoveredParty,
setCooldowns({}) enemyHealth: nextEncounter.maxHealth,
setResource((value) => clamp(value + Math.round(maxResource * 0.25), 0, maxResource)) elapsedTicks: 0,
cooldowns: {},
resource: clamp(current.resource + Math.round(maxResource * 0.25), 0, maxResource),
})
setUpgradeChoices([]) setUpgradeChoices([])
setStatus('playing') setStatus('playing')
addLog(`${upgrade.name} gained. ${nextEncounter.enemyName} approaches.`, 'system') addLog(`${upgrade.name} gained. ${nextEncounter.enemyName} approaches.`, 'system')
}, [addLog, difficulty, encounterIndex, encounters, maxResource, roguelikeMode, roguelikePool, roguelikeStage]) }, [addLog, difficulty, encounterIndex, encounters, maxResource, roguelikeMode, roguelikePool, roguelikeStage, setCombat])
useGameAction((action, device) => { useGameAction((action, device) => {
if (action === 'pause' || (action === 'back' && device === 'pc')) { if (action === 'pause' || (action === 'back' && device === 'pc')) {
@@ -776,11 +831,11 @@ export function CombatScreen({
if (action === 'toggleTargetGroup') { if (action === 'toggleTargetGroup') {
if (dungeon.partySize <= 6) return if (dungeon.partySize <= 6) return
setTargetGroup((current) => { setTargetGroup((current) => {
const groupCount = Math.max(1, Math.ceil(partyRef.current.length / 6)) const groupCount = Math.max(1, Math.ceil(combatRef.current.party.length / 6))
const next = ((current + 1) % groupCount) as 0 | 1 | 2 const next = ((current + 1) % groupCount) as 0 | 1 | 2
const selectedIndex = partyRef.current.findIndex((member) => member.id === selectedId) const selectedIndex = combatRef.current.party.findIndex((member) => member.id === selectedIdRef.current)
const nextMember = partyRef.current[(selectedIndex < 0 ? 0 : selectedIndex % 6) + next * 6] const nextMember = combatRef.current.party[(selectedIndex < 0 ? 0 : selectedIndex % 6) + next * 6]
if (nextMember) setSelectedId(nextMember.id) if (nextMember) setSelectedTargetId(nextMember.id)
return next return next
}) })
return return
@@ -799,23 +854,18 @@ export function CombatScreen({
if (spell) castSpell(spell) if (spell) castSpell(spell)
}) })
useEffect(() => { const runCombatTick = useCallback(() => {
if (status !== 'playing' || paused) return const current = combatRef.current
const timer = window.setInterval(() => { const nextElapsedTicks = current.elapsedTicks + 1
const nextElapsedTicks = elapsedTicksRef.current + 1 const nextCooldowns = Object.fromEntries(
elapsedTicksRef.current = nextElapsedTicks Object.entries(current.cooldowns).map(([id, seconds]) => [
setElapsedTicks(nextElapsedTicks)
setResource((value) => clamp(value + 2.4, 0, maxResource))
setCooldowns((current) =>
Object.fromEntries(
Object.entries(current).map(([id, seconds]) => [
id, id,
Math.max(0, seconds - TICK_MS / 1000), Math.max(0, seconds - TICK_MS / 1000),
]), ]),
),
) )
let nextResource = clamp(current.resource + 2.4, 0, maxResource)
const living = partyRef.current.filter((member) => member.health > 0) const living = current.party.filter((member) => member.health > 0)
if (living.length === 0) { if (living.length === 0) {
if (isRoguelike) finishRoguelikeRun(encounterIndex) if (isRoguelike) finishRoguelikeRun(encounterIndex)
setStatus('lost') setStatus('lost')
@@ -847,12 +897,12 @@ export function CombatScreen({
if (appliesHealingReduction) addLog(`${primaryTarget.name} receives reduced healing.`, 'danger') if (appliesHealingReduction) addLog(`${primaryTarget.name} receives reduced healing.`, 'danger')
if (tankBuster) addLog(`${encounter.enemyName} crushes the tanks.`, 'danger') if (tankBuster) addLog(`${encounter.enemyName} crushes the tanks.`, 'danger')
if (resourceDrain) { if (resourceDrain) {
setResource((value) => clamp(value - 8, 0, maxResource)) nextResource = clamp(nextResource - 8, 0, maxResource)
addLog(`${encounter.enemyName} drains ${gameClass.resourceName}.`, 'danger') addLog(`${encounter.enemyName} drains ${gameClass.resourceName}.`, 'danger')
} }
const healerBeforeDamage = partyRef.current.find((member) => member.id === 'mira') const healerBeforeDamage = current.party.find((member) => member.id === 'mira')
const nextParty = partyRef.current.map((member) => { const nextParty = current.party.map((member) => {
if (member.health <= 0) return member if (member.health <= 0) return member
let damage = member.id === primaryTarget.id ? encounter.damage : 0 let damage = member.id === primaryTarget.id ? encounter.damage : 0
if (member.role === 'Tank') damage += encounter.tankDamage if (member.role === 'Tank') damage += encounter.tankDamage
@@ -891,8 +941,6 @@ export function CombatScreen({
} }
}) })
const healerAfterDamage = nextParty.find((member) => member.id === 'mira') const healerAfterDamage = nextParty.find((member) => member.id === 'mira')
partyRef.current = nextParty
setParty(nextParty)
if ( if (
healerBeforeDamage healerBeforeDamage
@@ -904,16 +952,30 @@ export function CombatScreen({
} }
if (nextParty.every((member) => member.health <= 0)) { if (nextParty.every((member) => member.health <= 0)) {
setCombat({
...current,
party: nextParty,
resource: nextResource,
cooldowns: nextCooldowns,
elapsedTicks: nextElapsedTicks,
enemyHealth: current.enemyHealth,
})
if (isRoguelike) finishRoguelikeRun(encounterIndex) if (isRoguelike) finishRoguelikeRun(encounterIndex)
setStatus('lost') setStatus('lost')
addLog('The party has fallen.', 'danger') addLog('The party has fallen.', 'danger')
return return
} }
const nextEnemyHealth = enemyHealthRef.current - encounter.partyDamage const nextEnemyHealth = current.enemyHealth - encounter.partyDamage
if (nextEnemyHealth > 0) { if (nextEnemyHealth > 0) {
enemyHealthRef.current = nextEnemyHealth setCombat({
setEnemyHealth(nextEnemyHealth) ...current,
party: nextParty,
resource: nextResource,
cooldowns: nextCooldowns,
elapsedTicks: nextElapsedTicks,
enemyHealth: nextEnemyHealth,
})
return return
} }
@@ -922,8 +984,14 @@ export function CombatScreen({
} }
if (isRoguelike && (upgradesEveryEncounter || encounter.isBoss)) { if (isRoguelike && (upgradesEveryEncounter || encounter.isBoss)) {
enemyHealthRef.current = 0 setCombat({
setEnemyHealth(0) ...current,
party: nextParty,
resource: nextResource,
cooldowns: nextCooldowns,
elapsedTicks: nextElapsedTicks,
enemyHealth: 0,
})
setUpgradeChoices(chooseRandom(roguelikeUpgradeCatalog, 3)) setUpgradeChoices(chooseRandom(roguelikeUpgradeCatalog, 3))
setStatus('upgrade-choice') setStatus('upgrade-choice')
addLog(`${encounter.enemyName} defeated. Choose an upgrade.`, 'loot') addLog(`${encounter.enemyName} defeated. Choose an upgrade.`, 'loot')
@@ -931,16 +999,28 @@ export function CombatScreen({
} }
if (isPartBoss && !isFinalBoss) { if (isPartBoss && !isFinalBoss) {
enemyHealthRef.current = 0 setCombat({
setEnemyHealth(0) ...current,
party: nextParty,
resource: nextResource,
cooldowns: nextCooldowns,
elapsedTicks: nextElapsedTicks,
enemyHealth: 0,
})
setStatus('part-complete') setStatus('part-complete')
addLog(`${encounter.enemyName} is defeated.`, 'loot') addLog(`${encounter.enemyName} is defeated.`, 'loot')
return return
} }
if (encounterIndex === encounters.length - 1) { if (encounterIndex === encounters.length - 1) {
enemyHealthRef.current = 0 setCombat({
setEnemyHealth(0) ...current,
party: nextParty,
resource: nextResource,
cooldowns: nextCooldowns,
elapsedTicks: nextElapsedTicks,
enemyHealth: 0,
})
finishRun(currentPart, startPart) finishRun(currentPart, startPart)
addLog(`${encounter.enemyName} is defeated. Rolling its loot table.`, 'loot') addLog(`${encounter.enemyName} is defeated. Rolling its loot table.`, 'loot')
return return
@@ -958,16 +1038,16 @@ export function CombatScreen({
maxHealthPenaltyTicks: undefined, maxHealthPenaltyTicks: undefined,
healingReductionTicks: undefined, healingReductionTicks: undefined,
})) }))
partyRef.current = recoveredParty
enemyHealthRef.current = nextEncounter.maxHealth
setParty(recoveredParty)
setEncounterIndex((value) => value + 1) setEncounterIndex((value) => value + 1)
setEnemyHealth(nextEncounter.maxHealth) setCombat({
elapsedTicksRef.current = 0 ...current,
setElapsedTicks(0) party: recoveredParty,
resource: nextResource,
cooldowns: nextCooldowns,
elapsedTicks: 0,
enemyHealth: nextEncounter.maxHealth,
})
addLog(`${encounter.enemyName} defeated. ${nextEncounter.enemyName} approaches.`, 'system') addLog(`${encounter.enemyName} defeated. ${nextEncounter.enemyName} approaches.`, 'system')
}, TICK_MS)
return () => window.clearInterval(timer)
}, [ }, [
addLog, addLog,
addFloatingHeal, addFloatingHeal,
@@ -987,12 +1067,45 @@ export function CombatScreen({
gameClass.resourceName, gameClass.resourceName,
requestLootRoll, requestLootRoll,
profile.character.name, profile.character.name,
setCombat,
startPart, startPart,
status,
currentPart, currentPart,
paused,
]) ])
useEffect(() => {
runCombatTickRef.current = runCombatTick
}, [runCombatTick])
useEffect(() => {
if (status === 'playing' && !paused) {
if (!combatClockActiveRef.current) {
lastCombatTickAtRef.current = performance.now()
combatClockActiveRef.current = true
}
return
}
combatClockActiveRef.current = false
}, [paused, status])
useEffect(() => {
const timer = window.setInterval(() => {
if (
!combatClockActiveRef.current
|| statusRef.current !== 'playing'
|| pausedRef.current
) return
const now = performance.now()
const dueTicks = Math.min(4, Math.floor((now - lastCombatTickAtRef.current) / TICK_MS))
if (dueTicks <= 0) return
lastCombatTickAtRef.current += dueTicks * TICK_MS
for (let index = 0; index < dueTicks; index += 1) {
if (statusRef.current !== 'playing' || pausedRef.current) return
runCombatTickRef.current()
}
}, 50)
return () => window.clearInterval(timer)
}, [])
useEffect(() => { useEffect(() => {
if ( if (
!reward !reward
@@ -1133,17 +1246,16 @@ export function CombatScreen({
{party.map((member) => ( {party.map((member) => (
<button <button
className={`party-member ${selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'dead' : ''}`} className={`party-member ${selectedId === member.id ? 'selected' : ''} ${member.health <= 0 ? 'dead' : ''}`}
data-party-member-id={member.id}
key={member.id} key={member.id}
onClick={() => setSelectedId(member.id)} onClick={() => setSelectedTargetId(member.id)}
aria-pressed={selectedId === member.id} aria-pressed={selectedId === member.id}
type="button" type="button"
> >
{selectedId === member.id && (
<span className="target-marker" aria-hidden="true"> <span className="target-marker" aria-hidden="true">
<i /> <i />
Target Target
</span> </span>
)}
<div className="member-header"> <div className="member-header">
<span className={`role role-${member.role.toLowerCase()}`}>{member.role[0]}</span> <span className={`role role-${member.role.toLowerCase()}`}>{member.role[0]}</span>
<strong>{member.name}</strong> <strong>{member.name}</strong>
@@ -1219,7 +1331,7 @@ export function CombatScreen({
{dualScreenEnabled && ( {dualScreenEnabled && (
<DualScreenTopCombat <DualScreenTopCombat
state={dualScreenState} state={dualScreenState}
onSelectTarget={setSelectedId} onSelectTarget={setSelectedTargetId}
/> />
)} )}
@@ -1391,19 +1503,20 @@ export function CombatScreen({
const nextIndex = encounterIndex + 1 const nextIndex = encounterIndex + 1
partStartTimesRef.current[currentPart + 1] = Date.now() partStartTimesRef.current[currentPart + 1] = Date.now()
const nextEncounter = encounters[nextIndex] const nextEncounter = encounters[nextIndex]
const recoveredParty = partyRef.current.map((member) => ({ const current = combatRef.current
const recoveredParty = current.party.map((member) => ({
...member, ...member,
health: clamp(member.health + 35, 0, member.maxHealth), health: clamp(member.health + 35, 0, member.maxHealth),
debuff: undefined, debuff: undefined,
debuffTicks: undefined, debuffTicks: undefined,
})) }))
partyRef.current = recoveredParty
enemyHealthRef.current = nextEncounter.maxHealth
setParty(recoveredParty)
setEncounterIndex(nextIndex) setEncounterIndex(nextIndex)
setEnemyHealth(nextEncounter.maxHealth) setCombat({
elapsedTicksRef.current = 0 ...current,
setElapsedTicks(0) party: recoveredParty,
enemyHealth: nextEncounter.maxHealth,
elapsedTicks: 0,
})
setStatus('playing') setStatus('playing')
addLog(`Proceeding to ${sectionName} ${currentPart + 1}. ${nextEncounter.enemyName} approaches.`, 'system') addLog(`Proceeding to ${sectionName} ${currentPart + 1}. ${nextEncounter.enemyName} approaches.`, 'system')
}} }}
+125 -45
View File
@@ -61,15 +61,24 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
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
? profile.craftingRecipes.some((recipe) =>
recipe.sourceEncounterId === selectedRecipe.sourceEncounterId
&& recipe.item.slot === selectedRecipe.item.slot
&& recipe.item.itemLevel < selectedRecipe.item.itemLevel,
)
: false
const selectedItemRecipe = selectedItem const selectedItemRecipe = selectedItem
? profile.craftingRecipes.find((recipe) => recipe.item.id === selectedItem.id) ? profile.craftingRecipes.find((recipe) => recipe.item.id === selectedItem.id)
: undefined : undefined
const upgradeRecipe = selectedItem && selectedItemRecipe const upgradeRecipe = selectedItem && selectedItemRecipe
? profile.craftingRecipes.find((recipe) => ? profile.craftingRecipes
.filter((recipe) =>
recipe.sourceEncounterId === selectedItemRecipe.sourceEncounterId recipe.sourceEncounterId === selectedItemRecipe.sourceEncounterId
&& recipe.item.slot === selectedItem.slot && recipe.item.slot === selectedItem.slot
&& recipe.item.itemLevel === selectedItem.itemLevel + 5, && recipe.item.itemLevel > selectedItem.itemLevel,
) )
.sort((left, right) => left.item.itemLevel - right.item.itemLevel)[0]
: undefined : undefined
const equippedBySlot = useMemo( const equippedBySlot = useMemo(
() => new Map( () => new Map(
@@ -117,6 +126,16 @@ 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).length,
]),
),
[profile.craftingRecipes],
)
const recipePageCount = Math.max( const recipePageCount = Math.max(
1, 1,
Math.ceil(filteredRecipes.length / CRAFTING_LIST_PAGE_SIZE), Math.ceil(filteredRecipes.length / CRAFTING_LIST_PAGE_SIZE),
@@ -138,6 +157,16 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
setRecipePage((current) => Math.min(current, recipePageCount - 1)) setRecipePage((current) => Math.min(current, recipePageCount - 1))
}, [recipePageCount]) }, [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(() => {})
@@ -421,42 +450,81 @@ 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')
setRecipePage(0)
}}
>
<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))
setRecipePage(0)
}}
>
<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.length}</span>
</button>
{(Object.entries(SLOT_LABELS) as [EquipmentSlot, string][]).map(([slot, label]) => (
<button
className={slotFilter === slot ? 'active' : ''}
disabled={(slotRecipeCounts.get(slot) ?? 0) === 0}
key={slot}
onClick={() => {
setSlotFilter(slot)
setRecipePage(0)
}}
type="button"
>
<strong>{label}</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">
{recipePageItems.map((recipe) => ( {recipePageItems.map((recipe) => (
<button <button
@@ -473,9 +541,13 @@ 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>
)}
{filteredRecipes.length > CRAFTING_LIST_PAGE_SIZE && ( {filteredRecipes.length > CRAFTING_LIST_PAGE_SIZE && (
<ListPager <ListPager
label={`Page ${recipePage + 1} / ${recipePageCount}`} label={`Page ${recipePage + 1} / ${recipePageCount}`}
@@ -485,10 +557,16 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
previousDisabled={recipePage <= 0} previousDisabled={recipePage <= 0}
/> />
)} )}
</div> </section>
{selectedRecipe && (
<section className="crafting-detail-panel">
{selectedRecipe ? (
<div className={`crafting-detail rarity-${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
@@ -503,20 +581,22 @@ export function EquipmentScreen({ profile, onBack, onUpdated, embedded = false }
</div> </div>
<button <button
className="primary-button" className="primary-button"
disabled={!selectedRecipe.canCraft || crafting} disabled={selectedRecipeRequiresUpgrade || !selectedRecipe.canCraft || crafting}
onClick={craftSelected} onClick={craftSelected}
type="button" type="button"
> >
{crafting ? 'Crafting...' : 'Craft Item'} {crafting ? 'Crafting...' : selectedRecipeRequiresUpgrade ? 'Upgrade Existing Item' : 'Craft Item'}
</button> </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>
@@ -552,11 +632,11 @@ 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>
) )
+1
View File
@@ -475,6 +475,7 @@ export function DualScreenTopCombat({
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"
+11 -6
View File
@@ -385,9 +385,7 @@ function scaledPvpBossExperience(
type ComponentTemplate = { id: number; slug: string; name: string; itemLevel: number; glyph: string; description: string } type ComponentTemplate = { id: number; slug: string; name: string; itemLevel: number; glyph: string; description: string }
const COMPONENT_ITEMS: Record<number, ComponentTemplate> = { const COMPONENT_ITEMS: Record<number, ComponentTemplate> = {
1: { id: 600, slug: 'minor-component', name: 'Minor Component', itemLevel: 1, glyph: '◆', description: 'A basic crafting component.' }, 1: { id: 600, slug: 'minor-component', name: 'Minor Component', itemLevel: 1, glyph: '◆', description: 'A basic crafting component.' },
5: { id: 601, slug: 'basic-component', name: 'Basic Component', itemLevel: 5, glyph: '◇', description: 'A standard crafting component.' },
10: { id: 602, slug: 'refined-component', name: 'Refined Component', itemLevel: 10, glyph: '◈', description: 'A refined crafting component.' }, 10: { id: 602, slug: 'refined-component', name: 'Refined Component', itemLevel: 10, glyph: '◈', description: 'A refined crafting component.' },
15: { id: 603, slug: 'advanced-component', name: 'Advanced Component', itemLevel: 15, glyph: '◉', description: 'An advanced crafting component.' },
20: { id: 604, slug: 'superior-component', name: 'Superior Component', itemLevel: 20, glyph: '◎', description: 'A superior crafting component.' }, 20: { id: 604, slug: 'superior-component', name: 'Superior Component', itemLevel: 20, glyph: '◎', description: 'A superior crafting component.' },
25: { id: 605, slug: 'primal-component', name: 'Primal Component', itemLevel: 25, glyph: '✦', description: 'A primal crafting component.' }, 25: { id: 605, slug: 'primal-component', name: 'Primal Component', itemLevel: 25, glyph: '✦', description: 'A primal crafting component.' },
} }
@@ -760,8 +758,7 @@ function emptyCharacterData(classId: number): CharacterData {
const gc = static_.classes.find((c) => c.id === classId)! const gc = static_.classes.find((c) => c.id === classId)!
const talentRanks: Record<string, number> = {} const talentRanks: Record<string, number> = {}
for (const t of gc.talents) talentRanks[String(t.id)] = 0 for (const t of gc.talents) talentRanks[String(t.id)] = 0
const starterItemIds = [100, 101, 102, 103, 104, 105, 106, 107, 108, 109] const inventory: Item[] = []
const inventory: Item[] = static_.inventory.filter((i) => starterItemIds.includes(i.id)).map((i) => ({ ...i }))
const startingAbilitySlots: Array<number | null> = gc.spells const startingAbilitySlots: Array<number | null> = gc.spells
.filter((s) => s.unlockLevel === 1) .filter((s) => s.unlockLevel === 1)
.slice(0, 5) .slice(0, 5)
@@ -1164,6 +1161,12 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
const profile = buildProfile(save) const profile = buildProfile(save)
const recipe = profile.craftingRecipes.find((candidate) => candidate.id === recipeId) const recipe = profile.craftingRecipes.find((candidate) => candidate.id === recipeId)
if (!recipe) throw new Error('That crafting recipe does not exist.') if (!recipe) throw new Error('That crafting recipe does not exist.')
const requiresUpgrade = profile.craftingRecipes.some((candidate) =>
candidate.sourceEncounterId === recipe.sourceEncounterId
&& candidate.item.slot === recipe.item.slot
&& candidate.item.itemLevel < recipe.item.itemLevel,
)
if (requiresUpgrade) throw new Error('Upgrade the previous item tier instead.')
const missing = recipe.components.find((component) => component.owned < component.quantity) const missing = recipe.components.find((component) => component.owned < component.quantity)
if (missing) { if (missing) {
throw new Error(`Need ${missing.quantity} ${missing.item.name} to craft this item.`) throw new Error(`Need ${missing.quantity} ${missing.item.name} to craft this item.`)
@@ -1191,11 +1194,13 @@ function createLocalRepository(store: LocalSaveStore): GameRepository {
if (item.slot === 'component') throw new Error('Components cannot be upgraded.') if (item.slot === 'component') throw new Error('Components cannot be upgraded.')
const currentRecipe = profile.craftingRecipes.find((recipe) => recipe.item.id === item.id) const currentRecipe = profile.craftingRecipes.find((recipe) => recipe.item.id === item.id)
const targetRecipe = currentRecipe const targetRecipe = currentRecipe
? profile.craftingRecipes.find((recipe) => ? profile.craftingRecipes
.filter((recipe) =>
recipe.sourceEncounterId === currentRecipe.sourceEncounterId recipe.sourceEncounterId === currentRecipe.sourceEncounterId
&& recipe.item.slot === item.slot && recipe.item.slot === item.slot
&& recipe.item.itemLevel === item.itemLevel + 5, && recipe.item.itemLevel > item.itemLevel,
) )
.sort((left, right) => left.item.itemLevel - right.item.itemLevel)[0]
: null : null
if (!targetRecipe) throw new Error('No upgrade is available for this item.') if (!targetRecipe) throw new Error('No upgrade is available for this item.')
const missing = targetRecipe.components.find((component) => component.owned < component.quantity) const missing = targetRecipe.components.find((component) => component.owned < component.quantity)
+2 -1
View File
@@ -121,6 +121,7 @@ const STORAGE_KEY = 'ashen-halls-input-bindings-v1'
const PREFERENCES_STORAGE_KEY = 'ashen-halls-input-preferences-v1' const PREFERENCES_STORAGE_KEY = 'ashen-halls-input-preferences-v1'
const GAME_ACTION_EVENT = 'ashen-halls-game-action' const GAME_ACTION_EVENT = 'ashen-halls-game-action'
const NATIVE_CONTROLLER_EVENT = 'ashen-halls-native-controller' const NATIVE_CONTROLLER_EVENT = 'ashen-halls-native-controller'
const COMBAT_TARGET_NAVIGATION_THROTTLE_MS = 220
type CaptureState = { type CaptureState = {
device: InputDevice device: InputDevice
@@ -446,7 +447,7 @@ export function InputProvider({ children }: { children: ReactNode }) {
const combatActive = Boolean(document.querySelector('[data-combat-active="true"]')) const combatActive = Boolean(document.querySelector('[data-combat-active="true"]'))
if (combatActive && !uiOverlay && isCombatTargetAction(action)) { if (combatActive && !uiOverlay && isCombatTargetAction(action)) {
const now = performance.now() const now = performance.now()
if (now - lastCombatNavigationRef.current < 125) return if (now - lastCombatNavigationRef.current < COMBAT_TARGET_NAVIGATION_THROTTLE_MS) return
lastCombatNavigationRef.current = now lastCombatNavigationRef.current = now
} }
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